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COMS30020: Computer Graphics

Welcome to the Computer Graphics Unit for 2020

Weekly Workbooks will be released incrementally throughout the teaching block.

Week 1: RedNoise

Template project to test SDL

usage

run with make

Week 2: Interpolate

Project to demsonstrate pixels and drawing. Output shows two windows

  • interpolation of grey values (from 0 to 255) along the x axis and displaying this in an output along the whole y axis
  • two dimensional colour interpolation starting with 4 solid colours in 4 corners and interpolating between them, first the left most and right most columns and taking this as the values to interpolate along the x axis

usage

run with make

Week 3: Triangles

Project to demonstrate line drawing and subsequently triangle drawing (drawing lines between three CanvasPoints), filling and texture mapping.

usage

run with make

u draws random colourful outlined triangles within the drawing window

f draws random colourful filled triangles within the drawing window

t draws a triangle with the texture from texture.ppm mapped onto it

Week 4: Wireframe

Project to demonstrating loading of .obj and .mtl files and projecting them on a 2D image plane using rasterising

  • first with a wireframe using a previous project's draw_triangle function
  • then by filling the triangles, also using a previous project's fill_triangle function.
  • then by projecting the triangles with the correct depth by using a depth buffer, taking into account the distance from the camera

usage

run with make

Week 5: Camera

Project to demonstrate navigation and transformation of a 3D space projected on a 2D plane

  • first the floor of the cornell box is textured using the same texture.ppm from week 3
  • being able to move the camera position using translation
  • being able to move the camera position using rotation
  • orbiting the cornell box while having the camera always look at the origin

usage

run with make

w a s d to move forwards, left, back and right respectively within the cornell box

page_up page_down to move up and down respectively

q e to rotate around y axis left and right respectively

0 9 to rotate around x axis up and down respectively

left right up down arrow keys to move camera (look) left, right, up and down respectively

z x to rotate around z axis (up and down) respectively

l to look at origin at any time

o to start orbiting (in y axis) around origin

r to reset the camera view

Week 6: Ray

Project to demonstrate the raytracing method of projecting 3D points onto a 2D image plane. For the whole image plane rays are projected out and the closest triangle interaction with that ray is found and the colour is set

Additionally shadows are now possible from setting a light source, again from every point on the 2D image plane, a 3D ray is cast from the surface to the light and any interaction with another triangle means a shadow should be cast

usage

run with make or make speedy for better results

1 2 3 to switch between raytracing, rasterising and wireframe rendering respectively

these are not recommended when in the raytracing rendering method, this is best achieved when in rendering method 2 or 3

w a s d to move forwards, left, back and right respectively within the cornell box

page_up page_down to move up and down respectively

q e to rotate around y axis left and right respectively

0 9 to rotate around x axis up and down respectively

left right up down arrow keys to move camera (look) left, right, up and down respectively

z x to rotate around z axis (up and down) respectively

l to look at origin at any time

o to start orbiting (in y axis) around origin

r to reset the camera view

Week 7: Light

Project to demonstrate various lighting effects on a raytraced projection of 3D points.

  • proximity lighting, lights up surfaces with a scale depending on the distance to the light
  • angle of incidence lighting, lights up surfaces depending on the angle at which the light hits it (i.e. higher angle means more light spread)
  • specular lighting, given a scale factor, makes surfaces appear more shiny or more matte
  • ambient lighting, lights up surfaces due to reflections from light off other surfaces

Ambient lighting is computationally expensive therefore a threshold minimum value of 0.3 illuminates the area even when no other lighting is turned on (e.g. from outside sources)

usage

run with make or make speedy for better results

1 2 3 to switch between raytracing, rasterising and wireframe rendering respectively

4 5 6 to switch between no shading, gourad shading and phong shading respectively

p to toggle light position when in raytracing mode

NUM_8 NUM_2 NUM_4 NUM_6 to move the light forwards, backwards, left and right respectively

NUM_+ NUM_- to move the light up and down respectively

note. ambient lighting is always on

[ to toggle proximity lighting

] to toggle angle of incidence lighting

# to toggle shadows

' to toggle specular lighting

these are not recommended when in the raytracing rendering method, this is best achieved when in rendering method 2 or 3

w a s d to move forwards, left, back and right respectively within the cornell box

page_up page_down to move up and down respectively

q e to rotate around y axis left and right respectively

- +(=) to rotate around x axis up and down respectively

left right up down arrow keys to move camera (look) left, right, up and down respectively

z x to rotate around z axis (up and down) respectively

l to look at origin at any time

o to start orbiting (in y axis) around origin

r to reset the camera view and light position

COMS30020: Computer Graphics Coursework

A Project to demonstrate various modelling, rendering lighting and animation effects on a projection of 3D points.

Modelling

There are various 3D .obj files included with this project, from a sphere and a simple cornell box and hackspace logo to an increasing complex environment combining these models.

cornell-box.obj contains the simple cornell box

cornell-shapes-<num>.obj contains the cornell box with an increasing number of other models as the appendix number increases

There are also some other misc cornell-box files used during development as well as the low-poly sphere and hackspace logo.

Each .obj file uses the same .mtl materials file for ease of use.

Rendering

There are 3 different rendering options when running the program

  • wireframe, draws a white outline around all the triangles in the model, creating a mesh. This rendering approach also displays the position of the light within the model
  • rasterise, uses a line based interpolation approach to 'fill' triangles giving them a colour.
  • raytrace, uses rays projected from the camera to each point in 3D space to find the intersected triangle to display on the 2D plane

Lighting

  • proximity lighting, lights up surfaces with a scale depending on the distance to the light
  • angle of incidence lighting, lights up surfaces depending on the angle at which the light hits it (i.e. higher angle means more light spread)
  • specular lighting, given a scale factor, makes surfaces appear more shiny or more matte
  • ambient lighting, lights up surfaces due to reflections from light off other surfaces

Ambient lighting is computationally expensive therefore a threshold minimum value of 0.3 illuminates the area even when no other lighting is turned on (e.g. from outside sources)

Usage

Build and run

To build and run this project use the included Makefile

$ make

(recommended) or for better results

$ make speedy

For animation uncomment the following line inside main()

animate(t, window_grey, texture);

Keyboard Controls

1 2 3 to switch between raytracing, rasterising and wireframe rendering respectively

4 5 6 to switch between no shading, gourad shading and phong shading respectively

p to toggle light position when in raytracing mode (legacy, incompatible with soft shadow approach)

NUM_8 NUM_2 NUM_4 NUM_6 to move the light forwards, backwards, left and right respectively

NUM_+ NUM_- to move the light up and down respectively

note. ambient lighting is always on

[ to toggle proximity lighting

] to toggle angle of incidence lighting

# to toggle shadows

' to toggle specular lighting

these are not recommended when in the raytracing rendering method, this is best achieved when in rendering method 2 or 3

w a s d to move forwards, left, back and right respectively within the cornell box

page_up page_down to move up and down respectively

q e to rotate around y axis left and right respectively

- +(=) to rotate around x axis up and down respectively

left right up down arrow keys to move camera (look) left, right, up and down respectively

z x to rotate around z axis (up and down) respectively

l to look at origin at any time

o to start orbiting (in y axis) around origin

r to reset the camera view and light position

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